RimWorld
Rimhammer - The End Times - With Guns!!
69 opmerkingen
Kamen Rider Nexus 1 mei 2020 om 9:52 
Ah, ok...sorry I didn't notice it...
SickBoyWi  [auteur] 1 mei 2020 om 4:47 
@Kamen. Sorry. It was, I rereleased it in order to make sure no one had compatibility issues. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2008718043
Kamen Rider Nexus 25 apr 2020 om 12:39 
Do you have an ETA as to when this will be updated. If not, that's fine, I just wanna know...
SickBoyWi  [auteur] 27 feb 2020 om 9:44 
@tarrand54 - Working on it now! It'll be uploaded as a new mod when I have it done for 1.1.
SickBoyWi  [auteur] 23 feb 2020 om 17:04 
@EliteRexx - Yep!
EliteRexx 23 feb 2020 om 6:35 
Hello There, does this mod still add the floor braziers & what not that the default Rimhammer mod adds?
SickBoyWi  [auteur] 26 jan 2020 om 17:48 
I'm uploading a fix now that should take care of the issue @CrazyOdd and @Iron_Skin mentioned.
viranto 26 jan 2020 om 5:19 
Thanks for this version of the mod. I'm not a fan of lose something of the maingame. I like to have more. For me it is better then the medival mod.
Iron_Skin 25 jan 2020 om 13:11 
@SickBoyWi - I am also having CrazyOdd's issue. please fix soon <3
SickBoyWi  [auteur] 21 jan 2020 om 12:31 
@CrazyOdd - Shoot. I have to update this, since I added the recipe into the other Rimhammer mod (the medieval one). I'll make a note to get this updated. Should be in the next day or so.
Silent Service 20 jan 2020 om 14:46 
cant believe youve done this in about 40 hours, great work
CrazyOdd 20 jan 2020 om 10:14 
Seems there is an issue, using this version of the normal Rimhammer core mod.
"Could not resolve cross-reference to Verse.RecipeDef named RH_TET_AdministerHealingPotion (wanter=recipes)" https://gist.github.com/85b7bae1d72dd88e83b0b9f341e6c768
SickBoyWi  [auteur] 23 nov 2019 om 8:36 
Updated to the most recent version of the medieval mod. This will now add all kinds of things, as mentioned above.
SickBoyWi  [auteur] 15 nov 2019 om 9:11 
@Roguesaber - When I release an update to this, there will be settings to control how far south the chaos wastes extend. Therefore you could push them really far north and south if you wanted. Ideally I'd do away with this mod, and have a setting in the other Rimhammer - The End Times mod that left the tech stuff alone. That's where this will go at some point here.
Roguesaber 12 nov 2019 om 6:27 
Can we have a mod option to limit or randomize the Chaos Wastes and Wastelands?
Saul 10 nov 2019 om 5:55 
By the way, Chaos Storm is not sure what kind of event.
Saul 10 nov 2019 om 5:53 
Still, this mode works well. The best monster I've ever seen!
SickBoyWi  [auteur] 29 okt 2019 om 14:49 
This mod will get a big update once I finish the Beastmen mod. Stay tuned folks.
SickBoyWi  [auteur] 29 okt 2019 om 14:49 
POST IN THE DISCORD IF YOU NEED ASSISTANCE!
SickBoyWi  [auteur] 29 okt 2019 om 14:49 
@사울 Thanks!
@Etherdreamer - Not yet.
Emilie Sackenball 26 okt 2019 om 2:23 
This have an CE compatibility inside?
Saul 17 jul 2019 om 7:29 
i love this mod. not error character editer!
SickBoyWi  [auteur] 12 jul 2019 om 8:20 
@solcrux - I have yet to add the mod settings to do that. It is on the list though. Once I finish the CE patch for the Dwarfs mod, I'll get to several little items, including that one. Stay tuned.
solcrux 9 jul 2019 om 17:20 
how to adjust the latitude of chaos waste spawn?
EvilNecroid 13 jun 2019 om 19:10 
sweeet
SickBoyWi  [auteur] 13 jun 2019 om 14:21 
@EvilNecroid - Maybe when I do Chaos I'll see if can have a spell that lets them conjure (or transform a pawn) into a spawn! Sounds fun.
@Sh33p - Any scenario that holds stuff from specific mods that were later unloaded will cause errors at start time. They don't really cause any other issues though, as long as you aren't actually playing that scenario.
EvilNecroid 13 jun 2019 om 8:10 
would be cool if u could somehow release Chaos Spawns on an enemy raid :p
Unexpected Katz 13 jun 2019 om 0:17 
Hmmm...now when you mention it - i was usin gcustom scenario, but i'm 100% certain nothing there was from rimhammer. I had geothermal research done and lowered colonist to pick from to 3 (from vanilla 8). Do you think it still could be issue just becasue it is custom?
SickBoyWi  [auteur] 12 jun 2019 om 21:30 
@Sh33p Perhaps you created a custom scenario? If you start the game and have custom scenarios that have things that no longer exist you'll see errors. Safe to ignore though if you aren't playing any of those scenarios.
Unexpected Katz 12 jun 2019 om 8:16 
Okay okay, i managed to resolve that issue. I uinstalled rimworld and deleted all files left (both in steamapps and appdata/locallow) and no more red errors. Simple solutions are always the best. I hope it will help someone else too.
Unexpected Katz 10 jun 2019 om 9:51 
This error occured in main menu just after game loaded up mods and was ready to load game (or start new). This was after i uninstalled rimhammer and rimhammer dwarfs, but it showed me that error like game thought this races should be in game, but they wasn't (which is true because i deleted this mod before this error). I am using that mod which manages non-vanilla factions. Alien framework something...maybe since your races don't need AlienTools (or whatever it is called), but yet it manages them regardless, it now goes crazy. It's not like it makes may game lag or freeze - i just thought it may be useful for you as mod creator.
Also i did started new colony after deleting rimhammer (that's pretty obvious, since i was playing on chaos wastes back then).
SickBoyWi  [auteur] 10 jun 2019 om 6:59 
@Sh33p - If you're using a save file with these factions in it, you're boned. You'll have to start a new game when you remove the mods. The base Rimhammer mod that messes with the biomes will behave differently depending upon whether you load it before or after other mods that mess with the world map generation. If it isn't working how you like one way, try reversing the mod order on any world gen altering mods, and see the result that way. It'll definitely make a difference.
Unexpected Katz 8 jun 2019 om 7:17 
Log for better insight:
Failed to find RimWorld.FactionDef named RH_TET_Dwarf_KarakMountain. There are 164 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
FactionControl.CustomFaction:get_FactionDef()
FactionControl.Main:Init()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch2(Object)
Verse.Root_Entry:Update()

It is same thing for all 3 races, but only 1st string change adequatly for race name.
Unexpected Katz 8 jun 2019 om 6:52 
Any guide to uninstalling? After unchecking it from modlist and reloading game it shows red error with "failed to find rimworld.factiondef named RH_[there are few records: Dwarf_hill/mountain; chaos monster;]. There are 164 defs of this type loaded". I used both RimHammer Unlimited and other mod for dwarfs, but i wasn't interested by in on current stage.Also chaos wastes was a bit weird, as other mods does not work so well with modded biomes, unless there is patch. So i have to stick with vanilla locations for now.
So yeah, any solution to that error?
Double0racle 7 jun 2019 om 16:54 
EvilNecroid if you see this, it shouldn't be too hard to find the image for the chaos spawn, and either make a mod or just straight up replace the normal rimworld colonist images. I'm not the creator of this mod, I just happen to know that rimworld is pretty easy like that.
SickBoyWi  [auteur] 4 jun 2019 om 7:35 
Not currently. There are no sentient ones. I am working on a chaos mod, which will have cultists, marauders, and chaos warriors. That's in the queue after Beastmen, Empire, Tomb Kings, and some others though.
EvilNecroid 4 jun 2019 om 6:34 
so i cant play as these chaos pawns?
Koro 3 jun 2019 om 12:17 
Thanks for all the hard work.
SickBoyWi  [auteur] 13 mei 2019 om 18:31 
@EvilNecroid I'm almost done with Dwarfs. Then I think it's beastmen. Kompad has some basic mods out there for Chaos stuff. We're incorporating what he's done into race releases for this mod; as I get to them. The friggin' dwarfs have taken over 5 months of work now.
EvilNecroid 13 mei 2019 om 6:38 
i just wanna be chaos
Demonlord09 11 mei 2019 om 10:44 
Fair enough. It didn't break anything that I know of, just showed that silly error every time a colonist grabbed a snack. You know, I read through your description when I first installed this mod and completely missed the discord link. I'll grab that for later.
SickBoyWi  [auteur] 11 mei 2019 om 5:32 
Lol. Sorry. I wrote all that before looking at your second comment. It's definitely the Bones mod. It should be fixed.
SickBoyWi  [auteur] 11 mei 2019 om 5:31 
@Demonlord I don't recognize that thing it's referencing: Thing_ROMB_Marrow. Is that coming from another mod? I added some null checks to the code, to account for things. Some mods add things that break the standard mold of how things done. It's hard to account for everything. I think the fix I just pushed will fix this. Have a go at it. Sorry for the issues. I appreciate you sending me the errors. I have some playtesters on Discord, and I've tested the crap out of this; it's just impossible to account for every other mod out there.
Demonlord09 10 mei 2019 om 9:11 
Seems to be a minor conflict between Rimhammer and the Rim of Madness - Bones mod. At least, I think so. Saw this late last night every time a pawn tried to eat Bone Marrow from said mod. What I don't understand is what would be conflicting between the two.
Demonlord09 10 mei 2019 om 9:10 
Next up on the list of silly half-broken things:
JobDriver threw exception in initAction for pawn Sharr driver=JobDriver_Ingest (toilIndex=14) driver.job=(Ingest (Job_3146270) A=Thing_ROMB_Marrow870391 B=(165, 0, 157)) lastJobGiver=RimWorld.JobGiver_GetFood
System.NullReferenceException: Object reference not set to an instance of an object
at TheEndTimes.Harmony_Ingested.IsChaosMeat (Verse.ThingDef) <0x00019>
at TheEndTimes.Harmony_Ingested.Ingested_PostFix (Verse.Thing,single&,Verse.Pawn) <0x000fd>
at (wrapper dynamic-method) Verse.Thing.Ingested_Patch1 (object,Verse.Pawn,single) <0x005f5>
at RimWorld.Toils_Ingest/<FinalizeIngest>cAnonStorey9.<>m0 () <0x00404>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>
SickBoyWi  [auteur] 9 mei 2019 om 17:24 
The chaos storm frequency is similar to the fallout event, except it can happen right from the start whereas the fallout event won't happen for a certain amount of time.
Demonlord09 9 mei 2019 om 17:03 
Will that impact the other mod that adds coal to regular biomes?
Also, how often are the chaos storms? I actually did start a save in the wastes a while ago but I never actually saw one of the storms or the freaks that they create.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1619943968
SickBoyWi  [auteur] 9 mei 2019 om 10:09 
Nice! It's a tough biome to live in. At least it was before I added coal. All the updates that I put into the medieval version will be updating to this version shortly. It adds coal, a fueled stove for heat, braziers, wall lights, a bad ass razorgor; plus the chaos guys are a hidden faction now, and will attack you with Spawns and Razorgor. It won't break your save to get the new version, but you will have to go to a new map to get coal. Most of those things don't really matter in a non-medieval game, since you can get electricity anyways, but I want to keep the two versions of the mod in sync.
Demonlord09 9 mei 2019 om 9:27 
Cool. You work fast. I think I'll try making a caravan down to the chaos wastes and setting up shop in there.
SickBoyWi  [auteur] 9 mei 2019 om 7:53 
@Demonlord09 Should be all set.